Chaos Space Marines – Lucius the Eternal
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6

Lucius the Eternal

NoNAME  M WS BS S T W A Ld Sv Base
120
Lucius the Eternal (base: 25mm)
1
120
Lucius the Eternal
6" 2+ 2+ 5 4 6 5 10 3+ 25mm
Lucius the Eternal equipped with: doom siren; duellist’s sword; frag grenades; krak grenades. Your army can only include one LUCIUS THE ETERNAL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Doom siren
Doom siren
12"
Assault D6
5
-3
1
Sonic Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Sonic Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
Duellist’s sword
Duellist’s sword
Melee
Melee
User
-3
2
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenade
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Let the Galaxy Burn
Mark of Slaanesh: If this unit starts the Fight phase within Engagement Range of any enemy units, it fights first that phase.
Duellist’s Pride: Each time this model is selected to fight, if there are any models with an unmodified Weapon Skill characteristic of 3+ or better within Engagement Range of this model, then until that fight is resolved, add 3 to this model’s Attacks characteristic. Each time a melee attack made by this model is allocated to a model with an unmodified Weapon Skill characteristic of 3+ or better, add 1 to the Damage characteristic of that attack.
Armour of Shrieking Souls: This model has a 4+ invulnerable save. If this model is destroyed by an attack made by an enemy model, your opponent must roll 2D6. If the result is less than that enemy model’s Leadership characteristic, that enemy model’s unit suffers D3 mortal wounds; otherwise, that enemy model’s unit suffers D6 mortal wounds. In either case, if you are playing a Crusade battle, that enemy model’s unit must take an Out of Action test at the end of the battle, even if it was not destroyed.
Lash of Torment: At the start of the Fight phase, you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
Lord of Chaos (Aura): While a friendly EMPEROR’S CHILDREN CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Faultless Duellist:
  • Each time this WARLORD makes a melee attack, you can re-roll the hit roll.
  • While an enemy model is within Engagement Range of this WARLORD, subtract 1 from the Attacks characteristic of that enemy model.
FACTION KEYWORDS: CHAOS, SLAANESH, HERETIC ASTARTES, TRAITORIS ASTARTES, EMPEROR’S CHILDREN
KEYWORDS: CHARACTER, INFANTRY, CHAOS LORD, MARK OF CHAOS, LUCIUS THE ETERNAL

Datasheet-related Stratagems

CRUEL BLADESMEN2CP
Emperor’s Children – Battle Tactic Stratagem

Fulgrim's scions are renowned for their bladecraft, toying with their inferiors while preparing an exquisite, penetrating thrust.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
EXCESS OF VIOLENCE1CP
Emperor’s Children – Battle Tactic Stratagem

The visceral sensation of every fresh kill causes the warriors of the Emperor’s Children to enter an ecstatic frenzy of butchery and dismemberment.

Use this Stratagem in your Command phase, if your army is engaged in either Wanton Destruction or Wanton Massacre. Select one EMPEROR’S CHILDREN INFANTRY unit from your army. Until the start of your next Command phase, that unit is considered to be engaged in Wanton Slaughter instead.
ETERNAL HATRED1CP/2CP
Chaos Space Marines – Boarding Actions – Battle Tactic Stratagem

The hatred the warriors of the Traitor Legions hold for the Imperium and the Emperor has burned for millennia.

Use this Stratagem in your Shooting phase, when a TRAITORIS ASTARTES unit from your army is selected to shoot, or in the Fight phase, when a TRAITORIS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll. If that unit has the TERMINATOR or POSSESSED keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
DEATH TO THE FALSE EMPEROR!1CP
Chaos Space Marines – Battle Tactic Stratagem

The seething hatred that the Heretic Astartes harbour for the Corpse Emperor and his weakling, thin-blooded Space Marines is a weapon unto itself.

Use this Stratagem in the Fight phase, when a TRAITORIS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a HERETIC ASTARTES model in that unit makes a melee attack against an ADEPTUS ASTARTES or SANCTIC ASTARTES unit, you can re-roll the hit roll.
MURDEROUS PERFECTION1CP
Chaos Space Marines (Slaanesh) – Battle Tactic Stratagem

The desire for perfection that drives Slaanesh’s warriors is such that their fighting skills far exceed those of more blinkered forces - an obsessive drive that leads to superior acts of martial precision.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES SLAANESH unit from your army is selected to shoot or fight. Once during that phase, when resolving an attack made by a model in that unit, you can change the result of one hit roll, one wound roll or one damage roll to be a 6 (note that if a D3 is being rolled as part of that damage roll, that 6 is halved to a 3).
VETERANS OF THE LONG WAR2CP
Chaos Space Marines – Battle Tactic Stratagem

Veterans of centuries or millennia, the Long War’s most embittered warriors have learnt how best to focus their need for vengeance.

Use this Stratagem in your Shooting phase or the Fight phase, when a TRAITORIS ASTARTES INFANTRY or TRAITORIS ASTARTES BIKER unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll.
SOPORIFIC GAZE2CP
Emperor’s Children – Epic Deed Stratagem

Lulled by this champion’s weaving swordsmanship and hypnotic aura, the foe falter and a momentary weakness seals their doom.

Use this Stratagem at the start of the Fight phase. Select one EMPEROR’S CHILDREN CHARACTER model from your army, then select one enemy unit within 3" of it. That enemy unit is not eligible to fight this phase until after all eligible units from your army have done so.
INCESSANT DISDAIN1CP
Emperor’s Children – Strategic Ploy Stratagem

Contempt for lesser warriors drives the Emperor’s Children in their punishing reprisals.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one EMPEROR’S CHILDREN CORE, EMPEROR’S CHILDREN DAEMONKIN or EMPEROR’S CHILDREN CHARACTER unit from your army. Until the end of the phase:
  • If that unit is not a CHARACTER unit, it is eligible to perform Heroic Interventions as if it were a CHARACTER unit.
  • If that unit is a CHARACTER unit, it is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6".
  • Each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".
DEATH ECSTASY2CP
Emperor’s Children – Strategic Ploy Stratagem

Death is but another thrilling experience, and the Emperor’s Children are loathe to deny the enemy such vistas of ecstatic sensation.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN INFANTRY unit from your army is selected as the target of a melee attack. Until the end of the phase, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
STUPEFYING HAZE1CP
Chaos Space Marines – Boarding Actions – Strategic Ploy Stratagem

Many warriors of Slaanesh exude an overpowering musk that is as nauseating as it is intoxicating. Those exposed to it find their senses dulled, their minds unravelling into a state of nightmarish bliss that leaves them bewildered and ripe for slaughter.

Use this Stratagem when an enemy unit that is within Engagement Range of a TRAITORIS ASTARTES SLAANESH unit from your army is selected to Fall Back. Roll 2D6: if the result is equal to or greater than that enemy unit s Leadership characteristic, that enemy unit cannot Fall Back this phase and must Remain Stationary instead.
UNENDING DESTRUCTION2CP
Chaos Space Marines – Strategic Ploy Stratagem

Chaos Space Marines are not easily diverted from their obsessive need to kill, and can accomplish their battlefield goals without having to relent in their acts of destruction.

Use this Stratagem in your Shooting phase. Select one TRAITORIS ASTARTES INFANTRY unit from your army (excluding CULTISTS units) that is performing an action. That unit can shoot this phase without that action failing.
RELENTLESS DEVASTATION1CP
Chaos Space Marines – Strategic Ploy Stratagem

The wrath of Chaos Space Marines is inescapable.

Use this Stratagem in your Movement phase, when a TRAITORIS ASTARTES INFANTRY unit (excluding CULTISTS units) from your army makes a Normal Move or Advances. Until the end of your Shooting phase, provided that unit does not move again, it is considered to have Remained Stationary.
EXCESSIVE CRUELTY2CP
Chaos Space Marines (Slaanesh) – Strategic Ploy Stratagem

Slaanesh’s chosen delight in inflicting torment and cruelty, and they persecute terrified foes with renewed vigour.

Use this Stratagem when an enemy unit within Engagement Range of a TRAITORIS ASTARTES SLAANESH unit from your army Falls Back. After that enemy unit has finished that move, select one TRAITORIS ASTARTES SLAANESH unit from your army that that enemy unit was within Engagement Range of when this Stratagem was used. That SLAANESH unit can either consolidate up to 3", or, if it is no longer within Engagement Range of any enemy units, shoot as if it were your Shooting phase. If the selected SLAANESH unit shoots, it can only target the enemy unit that Fell Back (and only if it is an eligible target).
COMBAT ELIXIRS2CP
Chaos Space Marines – Emperor’s Children – Boarding Actions – Wargear Stratagem

These carefully brewed substances lend the Heretic Astartes who consume them speed and strength even in excess of their post-human capabilities.

Use this Stratagem in the Fight phase, when an EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN CHARACTER unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit and improve the Weapon Skill characteristic of models in that unit by 1.
EXCRUCIATING FREQUENCIES1CP
Emperor’s Children – Wargear Stratagem

The sons of Fulgrim were the first to use sonic weaponry, and are peerless wielders of deadly sound waves.

Use this Stratagem in your Shooting phase, when an EMPEROR’S CHILDREN unit from your army is selected to shoot.
  • Until the end of the phase, each time a model in that unit makes an attack with a sonic weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage (a unit cannot suffer more than 6 mortal wounds per phase as a result of this Stratagem).
  • After that unit has finished making its shooting attacks, select one enemy unit that was hit by an attack made with a sonic weapon by a model in that unit this phase. Until the start of your next turn, that enemy unit cannot fire Overwatch or Set to Defend.
COMBAT ELIXIRS2CP
Emperor’s Children – Wargear Stratagem

Concoctions of hideous euphoria empower the minds of the Legion’s sybaritic warriors.

Use this Stratagem when an EMPEROR’S CHILDREN CORE or EMPEROR’S CHILDREN CHARACTER unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit and improve the Weapon Skill characteristic of models in that unit by 1.
1CP

DEVASTATION BATTERY

Specialist Detachment Stratagem

When enemy fortifications or armoured forces must be brought low, many Chaos Lords will gather their most destructive followers together to focus their tremendous firepower.

Use this Stratagem when choosing your army. Pick a Chaos Space Marine Detachment from your army to be a Devastation Battery Specialist Detachment. CHAOS LORDS, WARPSMITHS, HAVOCS and OBLITERATORS in that Detachment gain the DEVASTATION BATTERY keyword.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The AGENT OF CHAOS keyword is used in the following Chaos Space Marines datasheets:


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.

The ABADDON THE DESPOILER keyword is used in the following Chaos Space Marines datasheets:

Wanton Destruction

With skills honed in vast, bloody wars against the most heavily armoured or dug-in opposition, Chaos Space Marines punish such enemies with malicious barrages of utter destruction.

While this unit is engaged in Wanton Destruction, each time a model in this unit makes an attack with a Heavy, Rapid Fire or Grenade weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Massacre

Barbarous firefights and the indiscriminate slaying of foes have been notorious hallmarks of the Heretic Astartes wars for millennia.

While this unit is engaged in Wanton Massacre, each time a model in this unit makes an attack with a Rapid Fire, Assault or Pistol weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Slaughter

Close assaults are the favoured tactics of many traitors, coupling murderous short-ranged firepower with the unrestrained slaughter of hand-to-hand execution.

While this unit is engaged in Wanton Slaughter, each time a model in this unit makes an attack with an Assault, Pistol or melee weapon, an unmodified hit roll of 6 scores 1 additional hit.
Let the Galaxy Burn

Drawing upon countless years of festering bitterness and hate, Chaos Space Marines attack with a ferocity that is terrible to behold. Whether annihilating the foe at range or butchering them without mercy at close quarters, there is no aspect of death unknown to these traitors. Unencumbered by stultifying doctrines, they are capable of adapting their murderous priorities with horrifying ease, and there are no limits to the levels of devastation they will unleash to vent their anger.

If every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every unit from your army (excluding ABADDON THE DESPOILER) is from the same Legion, this unit gains the following rules:
  • Each time a model in this unit shoots with a flame weapon, when determining how many attacks are made with that weapon this phase, add 2 to the result (e.g. a model shooting with a flamer makes D6+2 attacks).
  • This unit gains a bonus (see below) depending on which wanton act it is engaged in, as follows:
    • During the first battle round, your army (and every unit from it) is engaged in Wanton Destruction.
    • During the second battle round, your army (and every unit from it) is engaged in Wanton Massacre.
    • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter; until the end of that battle round, your army (and every unit from it) is engaged in the wanton act you selected.
    • During the fourth and subsequent battle rounds, your army (and every unit from it) is engaged in Wanton Slaughter.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The POSSESSED keyword is used in the following Chaos Space Marines datasheets:

Elites

The EMPEROR’S CHILDREN and DAEMONKIN keywords are used in the following Chaos Space Marines datasheets:

Elites
Fast Attack
Heavy Support
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

The CULTISTS keyword is used in the following Chaos Space Marines datasheets:

Army List
Datasheets collated

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The and WARPSMITH keywords are used in the following Chaos Space Marines datasheets:

The and HAVOCS keywords are used in the following Chaos Space Marines datasheets:

Heavy Support

The and OBLITERATORS keywords are used in the following Chaos Space Marines datasheets:

Heavy Support
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The TRAITORIS ASTARTES and BIKER keywords are used in the following Chaos Space Marines datasheets:

Fast Attack
Sonic Weapon
Each time an attack made with this weapon targets a unit within half range, add 1 to the Damage characteristic of that attack.

Doom siren used in the following datasheets:

Troops
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.

The LUCIUS THE ETERNAL keyword is used in the following Chaos Space Marines datasheets:

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